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− | style="text-align: center;"|No{{YellowGun}}or{{TorpedoWeapon}}equipped
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− Two consecutive attacks at 120%. Always procs, compared to cut-ins which proc only by chance and is affected by the luck stat. ''(Japanese wikis confirm that Yukikaze has a greater chance of doing cut-ins than Shimakaze)''
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− *On the 5th round of the battle (nodes i guess) damage are minimized and on 6th round there will be no chance of winning, therefore the recommended boss node battle will be 4th round.+
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− ** Sink 4 of 6, 3 of 5, 2 of 4, 2 of 3, or 1 of 2.
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adding more details, fixing tabling codes
|-
|-
| colspan="8" |Notes:
| colspan="8" |Notes:
*''If it isn't damaged by this formula, or becomes very little damage, it becomes scratch damage, maximum about 10% of enemy current HP (needs verification).''
*''If it isn't damaged by this formula, or becomes very little damage, it becomes scratch damage, maximum about 10% of enemy current HP (needs verification).''
*''If [Basic attack power x Pre-cap modifiers] exceeds a certain cap, it will be modifed -- [[Combat#Attack_power_cap_.28applies_after_pre-cap_modifiers.29|see below]]''
*''If [Basic attack power x Pre-cap modifiers] exceeds a certain cap, it will be modifed -- [[Combat#Attack_power_cap_.28applies_after_pre-cap_modifiers.29|see below]]''
*''This formula is under constant review and updated accordingly if there any inconsistencies or mistakes happens.''
*''This formula is under constant review and updated accordingly if there any inconsistencies or mistakes happens.''
|}
|}
====Basic Attack Power====
====Basic Attack Power====
{| border="0" cellpadding="1" cellspacing="1" class="article-table article-table-selected" style="width: 100%;"
{| border="0" cellpadding="1" cellspacing="1" class="article-table article-table-selected" style="width: 100%;"
And as we all know, air superiority is also determined by how many planes were shot down and the side without air superiority will be doing considerably less damage on bombing. (Wording doesn't include torpedo, so I'm not sure whether they're including both bombing and torpedo as one category)</ref>
And as we all know, air superiority is also determined by how many planes were shot down and the side without air superiority will be doing considerably less damage on bombing. (Wording doesn't include torpedo, so I'm not sure whether they're including both bombing and torpedo as one category)</ref>
|}
|}
===Formation Modifier (Pre-Cap Modifier)===
===Formation Modifier (Pre-Cap Modifier)===
|}
|}
Night battle and air combat are not affected by formation choice.
Night battle and air combat are not affected by formation choice.
===Engagement Form Modifer (Pre-Cap Modifier)===
===Engagement Form Modifer (Pre-Cap Modifier)===
**This also applied for the Crossing the T (both Advantage or Disadvantage) modifier. It may be a bug or a design flaw.
**This also applied for the Crossing the T (both Advantage or Disadvantage) modifier. It may be a bug or a design flaw.
*Crossing the T (Disadvantage) can be avoided by equipping a {{Template:YellowPlane}}彩雲 Saiun (Carrier-based recon plane).
*Crossing the T (Disadvantage) can be avoided by equipping a {{Template:YellowPlane}}彩雲 Saiun (Carrier-based recon plane).
====Engagement Forms====
====Engagement Forms====
|→
|→
|}
|}
====='''Head-on Engagement'''=====
====='''Head-on Engagement'''=====
|←
|←
|}
|}
====='''Crossing the T'''=====
====='''Crossing the T'''=====
| colspan="7" rowspan="1" style="text-align:center;"|<center>↑</center>
| colspan="7" rowspan="1" style="text-align:center;"|<center>↑</center>
|}
|}
==Night Combat==
==Night Combat==
| colspan="4" rowspan="1"|Any enemy submarines will force Destroyers and Light Cruisers to target them. Cut-In and Double Attacks are ignored.
| colspan="4" rowspan="1"|Any enemy submarines will force Destroyers and Light Cruisers to target them. Cut-In and Double Attacks are ignored.
|}
|}
====Cut-in Equipment Setups====
====Cut-in Equipment Setups====
| colspan="1" rowspan="2" style="text-align: center;"|{{RedGunMedium}}{{RedGunMedium}}{{RedGunMedium}}3 main guns
| colspan="1" rowspan="2" style="text-align: center;"|{{RedGunMedium}}{{RedGunMedium}}{{RedGunMedium}}3 main guns
| rowspan="5"|
| rowspan="5"|
| colspan="1" rowspan="2" style="text-align: center;"|{{RedGunMedium}}{{RedGunMedium}}2 main guns
| colspan="1" rowspan="2" style="text-align: center;"|{{RedGunMedium}}{{RedGunMedium}} 2 main guns
| rowspan="5"|
| rowspan="5"|
| colspan="1" rowspan="2" style="text-align: center;"|{{RedGunMedium}}1 main gun
| colspan="1" rowspan="2" style="text-align: center;"|{{RedGunMedium}} 1 main gun
| rowspan="5"|
| rowspan="5"|
|-
|-
| style="text-align: center;"|{{TorpedoWeapon}}{{TorpedoWeapon}}Just 2 torpedos
| style="text-align: center;"|{{TorpedoWeapon}}{{TorpedoWeapon}} Just 2 torpedos
|-
|-
| colspan="1" rowspan="2" style="text-align: center;"|
| colspan="1" style="text-align: center;"|
| colspan="1" style="text-align: center;"|'''+'''
| colspan="1" style="text-align: center;"|'''+'''
| colspan="1" style="text-align: center;"|'''+'''
| colspan="1" style="text-align: center;"|'''+'''
| colspan="1" style="text-align: center;"|
|-
|-
| colspan="1" rowspan="2" style="text-align: center;"|No {{YellowGun}} or {{TorpedoWeapon}} equipped
| colspan="1" rowspan="2" style="text-align: center;"|{{YellowGun}} 1 sub gun
| colspan="1" rowspan="2" style="text-align: center;"|{{YellowGun}} 1 sub gun
| colspan="1" rowspan="2" style="text-align: center;"|{{TorpedoWeapon}}1 torpedo
| colspan="1" rowspan="2" style="text-align: center;"|{{TorpedoWeapon}} 1 torpedo
| colspan="1" rowspan="2" style="text-align: center;"|One{{YellowGun}}also equippable
| colspan="1" rowspan="2" style="text-align: center;"|One {{YellowGun}} also equippable
|}
|}
====Double-attack Equipment Setups====
====Double-attack Equipment Setups====
{| class="wikitable" style="width: 100%;"
{| class="wikitable" style="width: 100%;"
| style="text-align: center;"|{{RedGunMedium}}1 main gun
| colspan="1" rowspan="1" style="text-align: center;"|{{RedGunMedium}} 1 main gun
| rowspan="4" style="text-align: center;"|
| colspan="1" rowspan="5" style="text-align: center;"|
| colspan="1" rowspan="2" style="text-align: center;"|{{RedGunMedium}}{{RedGunMedium}}2 main guns
| colspan="1" rowspan="3" style="text-align: center;"|{{RedGunMedium}}{{RedGunMedium}} 2 main guns
| rowspan="4" style="text-align: center;"|
| colspan="1" rowspan="5" style="text-align: center;"|
| colspan="1" rowspan="2" style="text-align: center;"|{{YellowGun}}{{YellowGun}}2 or more sub guns
| colspan="1" rowspan="3" style="text-align: center;"|{{YellowGun}}{{YellowGun}} 2 or more sub guns
|-
|-
| style="text-align: center;"|'''+'''
| style="text-align: center;"|'''+'''
|-
|-
| style="text-align: center;"|{{YellowGun}}1 or more sub guns
| style="text-align: center;"|{{YellowGun}}1 or more sub guns
|-
| style="text-align: center;"|
| style="text-align: center;"|
| style="text-align: center;"|
| style="text-align: center;"|
|-
|-
| style="text-align: center;"|No{{TorpedoWeapon}}equipped
| style="text-align: center;"|No {{TorpedoWeapon}} equipped
| style="text-align: center;"|No{{YellowGun}}or{{TorpedoWeapon}}equipped
| colspan="1" rowspan="2" style="text-align: center;"|No {{YellowGun}} or {{TorpedoWeapon}} equipped
| style="text-align: center;"|One{{TorpedoWeapon}}also equippable
| colspan="1" rowspan="2" style="text-align: center;"|One {{TorpedoWeapon}} also equippable
|}
|}
===Night Battle Special Attack Modifier (Pre-Cap Modifier)===
===Night Battle Special Attack Modifier (Pre-Cap Modifier)===
|175%
|175%
|}
|}
====Double Attack====
====Double Attack====
Two consecutive attacks at 120%. Always procs, compared to cut-ins which proc only by chance and is affected by the luck stat. ''(Japanese wikis confirm that Yukikaze has a greater chance of doing cut-ins than Shimakaze)''
===Ship's Health Modifier (Pre-Cap Modifier)===
===Ship's Health Modifier (Pre-Cap Modifier)===
|}
|}
Modifier does not affect aerial attacks.
Modifier does not affect aerial attacks.
===Attack Power Cap (Applies After All Pre-Cap Modifiers)===
===Attack Power Cap (Applies After All Pre-Cap Modifiers)===
What we can draw from this is that during the day, firepower or torpedo stats above 150 have the possibility of breaking the cap immediately and thus becoming nerfed. Best to use that extra red gun on Yamato or torp on Kitakami Kai 2 on something else.
What we can draw from this is that during the day, firepower or torpedo stats above 150 have the possibility of breaking the cap immediately and thus becoming nerfed. Best to use that extra red gun on Yamato or torp on Kitakami Kai 2 on something else.
===Critical Modifier===
===Critical Modifier===
|}
|}
It should be noted that the '''critical message always appears when damage dealt is greater than or equal to 40.''' (If, on the other hand, the critical message appeared when the damage dealt was less than 40, then it was a critical hit.)
It should be noted that the '''critical message always appears when damage dealt is greater than or equal to 40.''' (If, on the other hand, the critical message appeared when the damage dealt was less than 40, then it was a critical hit.)
===Remaining Ammo Modifier===
===Remaining Ammo Modifier===
! scope="col" style="text-align:center;"|Modifier
! scope="col" style="text-align:center;"|Modifier
|-
|-
|5 or more ammo bar
|5 or more {{Ammo}} bar
| style="text-align:center;"|100%
| style="text-align:center;"|100%
|-
|-
|4 ammo bar
|4 {{Ammo}} bar
| style="text-align:center;"|80%
| style="text-align:center;"|80%-90%
|-
|-
|3 ammo bar
|3 {{Ammo}} bar
| style="text-align:center;"|60%
| style="text-align:center;"|60%-70%
|-
|-
|2 ammo bar
|2 {{Ammo}} bar
| style="text-align:center;"|40%
| style="text-align:center;"|40%-50%
|-
|-
|1 ammo bar
|1 {{Ammo}} bar
| style="text-align:center;"|20%
| style="text-align:center;"|20%-30%
|-
|-
|0 ammo bar
|0 {{Ammo}} bar
| style="text-align:center;"|Scratch Damage
| style="text-align:center;"|Scratch Damage (1-5%)
|}
|}
*One bar of {{Ammo}} will be used each time the ship enters shelling mode. The bar will be decreased for all ship in the fleet, regardless if they shoot or not.
**For the Torpedo Salvo session, there will be no ammunition decrease. This also applied for the opening Torpedo Salvo.
***This is not applied to Submarines, which their torpedo attack will also decrease their ammunition by 1 bar for each torpedo.
**When entering night battle, the amount of ammunition on a vessel is same as after the day battle. However, on night battle, the one that have their ammunition reduced only those who fires.
*Amount of ammunition also affects aircraft carrier damage.
*Amount of ammunition also affects aircraft carrier damage.
*Ships which are low on fuel and/or ammo remaining have higher chance of getting heavily damaged.
*Ships which are low on fuel and/or ammo remaining have higher chance of getting heavily damaged.
*When entering night battle, the amount of ammunition on a vessel is same as after the day battle.
*Due to the nature that most of battles will consume 2 bars of ammunition each, on the 5th battle (nodes) in the same sortie, you'll run out of ammunition, which will ensure your loss on the next battle.
**Make sure on every map boss battle landed on 3rd or 4th battle, since if they are on the 5th battle, your winning chance are greatly reduced.
*To prevent the the loss of firepower, avoid night battles and whirlpools on the way.
*To prevent the the loss of firepower while trying to reach the boss, avoid night battles and whirlpools on the way.
**However, if you're only going for the experience and/or rare drops, do the night battle to gain the S victory, since S victory will give you more EXP and higher chance for rare drops.
==Victory Conditions==
==Victory Conditions==
*All enemy ships sunk.
*All enemy ships sunk.
;A (Victory)
;A (Victory)
*No friendly ships sunk and required number of enemy ships sunk.
*No friendly ships sunk and required number of enemy ships sunk. (see below)
;B (Tactical Victory)
;B (Tactical Victory)
*Enemy flagship sunk.
*Enemy flagship sunk.
**If your flagship not sunk and enemy doesn't met the minimum sunk requirement (see below), you'll got B regardless how bad are you damaged if enemy's flagship sunk.
*No damage taken, and enemy took over a certain amount of damage.
*No damage taken, and enemy took over a certain amount of damage.
*Damage gauge at least twice enemy damage gauge.
*Damage gauge at least twice enemy damage gauge.
*Friendly ship sunk, specified number of enemy ships sunk, and damage gauge twice enemy gauge.
*Friendly ship sunk, specified number of enemy ships sunk (see below), and damage gauge twice enemy gauge.
*Friendly ship sunk, enemy flagship sunk, and damage gauge twice enemy gauge.
*Friendly ship sunk, enemy flagship sunk, and damage gauge twice enemy gauge.
;C (Tactical Defeat)
;C (Tactical Defeat)
*Friendly ship sunk, not all enemy ships sunk, and gauge lower than enemy gauge.
*Friendly ship sunk, not all enemy ships sunk, and gauge lower than enemy gauge.
;E (Defeat)
;E (Defeat)
*Over a certain number of friendly ships sunk.
*Over a certain number of friendly ships sunk. (see below)
*Friendly ship sunk while not meeting any victory conditions.
*Friendly ship sunk while not meeting any victory conditions.
*No damage done to enemy, while taking over a certain amount.
*No damage done to enemy, while taking over a certain amount.
===Notes===
*The Minimum Sunk Requirement is around 60% of your fleet, thus:
** 4 ships out of fleet of 6
** 3 ships out of fleet of 5
** 3 ships out of fleet of 4
** 2 ships out of fleet of 3
** 1 ship out of fleet of 2
** Heavy damage on the 1st ship out of fleet of 1
*Victory status affects the chance of getting drops and rare drops on the specified node.
**B victories tend to have no drops, while Perfect S has the highest chance for rare drop, however, these chance modifier are not too significant.
==Additional Explanation/Details==
==Additional Explanation/Details==
{{reflist}}
{{reflist}}